Right now it seems that mining rock and ore has a masonry hard cap and a tool soft cap. Mining Q60 ore with 60 Masonry and a Q20 pick will get you at most (60+20)/2 = Q40 stone/ore. If you have only 50 Masonry the stone/ore gets hardcapped down to 50, for a result of (50+20)/2=Q35 stone/ore.
My direct suggestion/solution is that for every point your Masonry skill is above the quality of the ore it raises the softcap of your tool by an equal amount. As per the above example with this a miner with a Q20 tool and 70 points of masonry mining Q60 ore/stone would have a softcap of (60+(20+10))/2=45. This means a miner with a Q20 pick and 100 masonry would effectively remove the softcap of their tool.
By tying your Masonry skill and the quality of the ore and only giving it an impact when it exceeds the ore it also to an extent limits the ability to rush very high levels of masonry and completely forego axe/pick quality for very high quality stone/ore, as a Q10 Axe would require some 190 masonry to offset Q100 stone/ore. Another option is to only allow this interaction with pickaxes as opposed to stone axes and metal axes, cementing it's role as the premier mining tool.
Or of you want to be sadistic implement it with a newer, special pick that requires steel.
![Trollface ¦]](./images/smilies/troll.gif)
Anyway that's my idea.